Wetworks v0.1.2
(http://wetworks.sourceforge.net/)
A cross-platform, free, and open source game engine that implements commercial quality features utilizing only similarly free and open source standards and development tools/libraries.
Everything is licensed under the included GNU GPL v3, excluding the Themeable Widget Library ("TWL"), which is currently under the BSD License; but of course, that could change, so instead of including the license, or pointing you to the online print, we encourage you to visit the project's site at http://twl.l33tlabs.org/
This current version of the engine is buildable, as tested in Netbeans IDE 6.9 . It is currently running under a Linux platform (Ubuntu 11.04 to be exact), and has been modified to use native Linux libraries - to get it to run under the same IDE in a Windows or Mac OS/X environment, simply modify the Run line in the Project's properties from
"-Djava.security.policy =applet.policy -Djava.library.path=./lib/lwjgl/native/linux"
to
"-Djava.security.policy=applet.policy -Djava.library.path=/lib/lwjgl/native/%platform%", where %platform% is windows/ or macosx/ .
Currently I've included all the proper libraries required to build the application so you don't have to run all over the place downloading them to get it to compile, so development can begin as soon as you get the files; I know first-hand the pains of writers trying to find all the correct libraries, in the correct versions, and placing them in the correct place, etc. so its all taken care of! The included libraries are LWJGL 2.6 (http://lwjgl.org), and TWL 1.1 (http://twl.l33tlabs.org/), in their archived form - merely unzip them within their current location.
OK, so this edition obviously is more than a small bit of a step up. First thing, widgets...: they work! They are also managed very, very, very well as a hierarchical UI system has been internally implemented for the continuation of an efficient framework. Windows are spawnable ad-nauseum, are transparent, and completely themeable. Events are stacked into an internal command queue, and are processed every frame cycle. This also leads to the beginnings of a scripting engine - currently you can echo, cls, and dump-queue in the available console, toggled by hitting your tilde (~) key. Still can't figure out how to A) make this key work without multiple presses or holding down since apparently there's no KeyHit event, only KeyDown, and its inverse KeyUp, and B) give the console's input field the focus as soon as the console is made visible. I also don't know if the implementation to merely make the console invisible will be efficient down the road as more instances of the window can easily be made, as well as other windows made under the same single instance of the management class. Oh well, still feels like a major step in the right direction!
--Bender (connollymp3000@gmail.com)